Stats

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Revision as of 09:38, 7 August 2023 by Dmhmn (talk | contribs) (→‎Def)
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Stats.jpg

Main Stats

STR

  • Each point of STR increases Atk by 1 for Melee Weapons.
  • Each point of STR increases Weapon Atk +0.5% for Melee Weapons.
  • Every 5 points of STR increase Atk by 1 for Range Weapons.
  • Each point of STR increases Weight Limit by 30.
  • Increases resistance to Confusion status (status immunity with STR = 120, status zero duration with STR = 120).

 

DEX

  • Each point of DEX increases Atk by 1 for Range Weapons.
  • Each point of DEX increases Weapon Atk +0.5% for Range Weapons.
  • Every 5 points of DEX increases Atk by 1 for Melee Weapons.
  • Every 5 points of DEX increase Matk by 1.
  • Every 5 points of DEX increase Soft Mdef by 1.
  • Each point of DEX increases Hit by 1.
  • Every 20 points of DEX increase Aspd by 1.
  • Each point of DEX decreases Casting time.
  • Each point of DEX increases Steal success rate by 0.1%.
  • Each point of DEX increases Strip success rate by 0.2%.
  • Each point of DEX increases Forging success rate by 0.1%.
  • Each point of DEX increases Brewing success rate by 0.1%.
  • Each point of DEX increases Cooking success rate by 0.2%.

 

INT

  • Each point of INT increases Matk by 1.5.
  • Each point of INT increases Soft Mdef by 1.
  • Each point of INT increases base value of MaxSP by 1%.
  • Each point of INT increases SP Recovery from Healing items by 1%.
  • Each point of DEX decreases Casting time at half the effectiveness of DEX.
  • Each point of INT increases Brewing success rate by 0.05%.
  • Every 6 points of INT increase Natural SP Recovery by 1.
  • Every 2 point of INT increase Natural SP Recovery by 1 when INT is 120 or higher.
  • Additional Natural SP Recovery +4 when INT is 120 or higher.
  • Every 100 points of MaxSP increase Natural SP Recovery by 1.
  • Increases resistance to Silence status (status immunity with INT = 100, status zero duration with INT = 100).
  • Increases resistance to Blind status (status immunity with INT = 100, status zero duration with INT = 150).

 

VIT

  • Each point of VIT increases base value of MaxHP by 1%.
  • Each point of VIT increases HP Recovery from Healing items by 2%.
  • Every 2 points of VIT increase Soft Def by 1.
  • Every 5 points of VIT higher than 1 increase Soft Mdef by 1.
  • Every 5 points of VIT increase Natural HP Recovery by 4.
  • Every 200 points of MaxHP increase Natural HP Recovery by 4.
  • Increases resistance to Stun status (status immunity with VIT = 100, status zero duration with VIT = 100).
  • Increases resistance to Poison status (status immunity with VIT = 120, status zero duration with VIT = 120).
  • Increases resistance to Bleeding status (status immunity with VIT = 120, status zero duration with VIT = 120).
  • Increases resistance to Deadly Poison status (status immunity with VIT = 100).

 

AGI

  • Each point of AGI increases Flee by 1.
  • Each point of AGI increases Aspd by ~0.2.
  • Every 5 point of AGI increase Soft Def by 1.
  • Increases resistance to Sleep status (status immunity with AGI = 100, status zero duration with AGI = 100).

 

LUK

  • Every 3 points of LUK increase Crit by 1.
  • Every 3 points of LUK higher than 1 increase Atk by 1.
  • Every 3 points of LUK increase Matk by 1.
  • Every 3 points of LUK increase Hit by 1.
  • Every 5 points of LUK increase Flee by 1.
  • Every 5 points of LUK increase Crit Shield by 1.
  • Every 5 points of LUK increase Blitz Beat autocast chance by 2%.
  • Every 10 points of LUK increase Perfect Dodge by 1.
  • Each point of LUK increases Forging success rate by 0.1%.
  • Each point of LUK increases Brewing success rate by 0.1%.
  • Each point of LUK increases Cooking success rate by 0.1%
  • Increases resistance to Curse status (status immunity with LUK = 100, status zero duration with LUK = 100).
  • Every 5 points of LUK corresponds to 1 point of any other Stat while calculating status resistances.

 

Secondary Stats

Hit

Hit rate is calculating by formula: 175 + Base Level + DEX + (LUK / 3) + Bonus.

A chance to hit a target is (Attacker's Hit - Defender's Flee)%. That is, to hit the target with a 100% chance, you need to have the Hit parameter 100 more than the target's Flee.

 

Flee

Flee rate is calculating by formula: 100 + Base Level + AGI + (LUK / 5) + Bonus.

A chance to dodge a target's attack is (Defender's Flee - Attacker's Hit). That is, to dodge the attacks with a 100% chance, you need to have the Flee parameter 100 more than the target's Hit.

Flee drops by 10% for each monster over 3 attacking you.

Note: Monsters always have at least 5% to hit you.

 

Crit

Critical attacks deal 40% increased damage and never miss.

Critical damage always goes with the highest weapon level variance.

 

Crit Shield

Each point of Crit Shield reduces chance to get Critical damage by flat 1%.

For example, a character with 50 LUK who equips Golden Gear.gifGolden Gear will have 40 Crit Shield. So, the attacker with 50 Crit will deal critical damage with 10% chance to this character.

 

Def vs Phys Damage.png

Def

Def status.jpg

Hard Def reduces Physical damage taken by % value.

Soft Def reduces Physical damage taken by flat value.

 

Mdef vs Magic Damage.png

Mdef

Mdef status.jpg

Hard Mdef reduces Magical damage taken by % value.

Soft Mdef reduces magical damage taken by flat value.

 

Aspd

Casting time

After Cast Delay

Cooldown

Perfect Dodge

Perfect Hit

 

Stat Rising

 

Stat Reset

MC